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Forgotten Realms - D&D 3rd - Faiths and Pantheons + WE PDF
Forgotten Realms - D&D 3rd - Faiths and Pantheons + WE PDF
BY SEAN K REYNOLDS
Deity
Dos and
Donts
of walls, looted of their items, and locked in dungeons to make arti-
facts. These beings are deities for a reason, so introduce them into
your campaign after careful consideration and in particular circum-
stances. This free supplement to Faiths and Pantheons helps guide
you through this process.
To use this web enhancement, you must already have Faiths and
Pantheons. This bonus material is exclusive to the official FORGOTTEN
REALMS website: <www.wizards.com/forgottenrealms>.
Additional Credits
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2
Deity Dos and Donts
those lucky or unlucky souls who interacted with an avatar during Kelemvor and Mystra. His symbology is obviousa skull on a
the Time of Troubles. In most cases, this second- or third-hand con- purple or black sunburst, and the colors black and purple predomi-
tact is more than sufficientanything more is far too dangerous to nate. A suitable adventure based on Cyric could involve the murder
comprehend. of a noble or government official. The murder was set up to frame
From time to time, adventurers may become tangled in a deitys a rival, possibly by using illusion to disguise the assassin as an agent
plans, usually by coming into conflict with that deitys mortal of the person being framed. Eventually the assassin could be traced
agents. Now that Banes church controls the Zhentarim, every fight to a particular locationsay, an evil chapel at the center of an aban-
against the Zhentarim is combat against agents of Bane. However, doned buildings basement. The chapel and basement are shrouded in
Banes hand is not behind every Zhent raid, and his eyes do not watch illusion magic (rather than full of magical traps that shoot fire and
over every Zhent caravan; he has clerics to take care of little things summon monsters) and are decorated in purple and black with the
while he works on his greatest plans. Only after many struggles with occasional skull symbol to keep adventurers on the right track. The
the more powerful members of a deitys church are adventures likely ultimate villain of this scenario is the assassin, who may be a priest
to interact with direct representatives of that deity, usually in the of Cyric or aided by one hidden elsewhere in the city.
form of servitor demons or other outsider allies of the church. When Another example is Malar, whose portfolio is hunters, stalking,
someone attacks the pinnacle of church power, such as the temple of bloodlust, and evil lycanthropes. He is evil, has tried to destroy
Bane in Zhentil Keep or Fzoul Chembryl himself, a deity probably Chauntea, and has fought Nobanion many times. His symbology is
will intervene. Under such circumstances, Bane may send an avatar recognizable but not obviousanimal symbols are so common in
to defend his temple or avenge his Chosen. It is only in the most most parts of Faern, one might not immediately connect them
strange and dire situations that Bane would appear personally in his with the Malaran faith. An adventure based on Malar might
true form, not in avatar form. Such direct intervention attracts the involve the slaughter of remote farmers and Chauntean clerics serv-
notice of other deities, both enemies and allies, and multiple deities ing that community. All the victims appear to have been mauled by
appearing in their true form on Faern could cause irreparable a wild animal. Investigating, the adventurers come across a follower
damageit may actually be forbidden by Ao himself. The deities are of Nobanion who may or may not join them on their quest. (Malar
allowed certain means to express their desires and channel their is taking advantage of the presence of a servant of his enemy rather
power into the mortal world, normally through their divine spell- than arranging to have the Nobanionite nearby at the time of the
caster worshipers. Exceeding these means has consequences. maulings; he is a great planner when it comes to stalking and hunt-
ing, but he is normally too savage to make intelligent plans involv-
How to Use Deities ing others.) The heroes can trace the attacks to a group of wild
animals, some of which are obviously lycanthropes and People of the
Here is some advice on how to use deities in a campaign. Remem- Black Blood. Rather than fighting openly, the People likely will flee
bering these facts about deities will help ensure that you guard the if discovered, then return for short nightly raids on the heroes
balance of power, keep the heroes as the campaigns central figures, camp. One of the People is a cleric or druid of Malar, easily recog-
and maintain the suspension of disbelief needed for a fantasy game. nized with his claw bracers and beast claw symbol.
3
Deity Dos and Donts
the minds of spellcasters: precoded magical instructions that the public face remains benign. Backed by the church (and supported by
caster doesnt have to understand to use. These instructions bear the local laws), years later the noble might wrest power from less effec-
signature of the deity that created them, and allowing this signature tive officials and become a benign despot, acting in the name of the
to alter the appearance of the spell effect makes divine spellcasters common people and elevating the quality of life for most at the
of different deities unique. It also shows the hand of the deity in expense of a few troublemakers (such as the adventures who have
every spell, reminding all observers that this is divine magic in plagued him since his younger days). All this remains perfectly legal
action. In a world created and shaped by godly battles, reminders of and enjoys the support of the common people. Siamorphe benefits
the source of divine magic perpetuate the feel of the FORGOTTEN from this charismatic nobles increase in status, a reward for years
REALMS campaign setting. of meeting small goals and not pushing for larger ones. In time
Of course, while these thematic spells can help maintain the other heroes may come to deal with this noble, having heard rumors
flavor of a campaign, you dont need to describe them every time a of his edicts that make adventurers feel unwelcome in his city. Obvi-
spell is cast. That just slows down gameplay. Establish a few stan- ously the nobleman has something to hide.
dards, and save most of the thematic descriptions for heroic and
monumental events.
DEITIES HAVE FOLLOWERS
No deity in the course of a normal day should be forced to manifest
DEITIES HAVE TIME on the Material Plane to deal with a problem. Such an act requires
Even more than vampires and liches, deities have all the time in the the expenditure of a lot of divine power and draws untoward atten-
world to bring their plans to fruition. Not every act by a deity has tion, which can lead to open conflicts between deities. Instead, deities
to be an overt, world-shaking action. Sometimes a thousand small have all sorts of servants, from the celestial or fiendish attendants
steps are better than one large one, if only because the small steps to mortal worshipers. Considering that it takes at least a lesser
are less likely to attract the notice of other deities. Shar is a perfect planar ally spell to get even a hound archon or a succubus to show
example of this sort of plan; she wishes to bring the world back to up for any length of time, it usually proves a more efficient use of
eternal darkness, but spends most of her time working on small a deitys power to send a worshiper to take care of a problem on the
things and keeping secretseven big ones, such as the Shadow Material Plane. That worshiper could be a cleric or simply a devout
Weave. If she were to openly attack other deities, the others would member of the faith. Mortal worshipers also have advantages com-
quickly form a temporary alliance to destroy her, so she refrains pared to outsiders in that they actually belong in the world; they
from such battles (except in the case of Selne). The deities also have arent thwarted by magical barriers designed to hedge outsiders, they
the legacy of the Dawn Cataclysm to contend with. They remember dont radiate an overwhelming alignment aura (a typical evil mortal
the horrendous destruction in the divine world the last time they worshiper radiates one-fifth the evil of an outsider of the same Hit
warred en masse, so open conflicts between deities are rare. The pres- Dice), and, if slain, they can be brought back easily with a raise dead
ence of Beshaba and Tymora, whose births came from the fall of spell (whereas outsiders need a wish or miracle).
another deity at that time, serve as a reminder of the consequences Mortal followers are fun for a Dungeon Master to use because
of war in the heavens. they come in such an amazing variety. Bane, for example, has many
So deities take the long view, willing to suffer temporary setbacks human, half-elf, and dwarf followers, and his more monstrous
as long as they realize their end goals. They understand that not legions include beholders, black dragons, banelars (from Monster
every effort requires a crusade fought with clashing armies. This Compendium: Monsters of Faern), and several kinds of new undead.
patience can become a force acting for or against the heroes, with While some players may memorize the abilities of every type of
consequences unseen for quite some time. The player characters devil in the book, an unarmored humanoid could be a monk, sorcer-
often remain unaware of the deitys long-term plans. It is often the er, wizard, rogue, some undead creature in disguise, or a cleric with
next generation of heroes, whether the literal descendants of the glamered armor. The abilities of such a being remain the DMs
involved player characters or simply the next group to come along, greatest secret.
that experience the fruits of the deitys labors. Deities use mortals to take care of their problems because, while
For example, the heroes might take refuge in a church during they wield incredible power, they wisely conserve it, preferring to
times of difficulty or even after failed missions. There, they estab- use the least effort necessary to create an effect. If an evil deity
lish friendly contacts with NPCs, and the clergy make small needs a monster to attack a village, it is less costly to send a cleric
advances by influencing the heroes beliefs, receiving much-needed to cast endure elements, bulls strength, and endurance on a dire wolf,
funds in exchange for spellcasting services, and hiring the player rather than arranging to send a fiendish dire wolf to the Material
characters to perform tasks. At no time do members of the church Plane. If a good deity needs a tracker to hunt down a demon, it
use the deitys power as a threat or a reward for the heroes actions proves less costly to send a ranger and a cleric than a hound archon
a quiet subtlety plants the seeds of change in the hearts of the (and the ranger and cleric wont attract as much attention); a multi-
heroes. Perhaps the deitys long-term goal here is the birth of a child classed ranger/cleric might be an even better choice.
to one of the adventurers in his service, and it is this child that shall While it is tempting to reach for the big guns as a challenge for
someday become a divine champion. the player characters, remember that if it were that easy to send
Another example is a wealthy church that obeys the local laws such creatures to take care of business, there would be no need for
and still frustrates adventurers, such as the church of Siamorphe. adventurersthe good deities would send celestial minions just as
Adventurers of a more chaotic bent pursuing the downfall of a pop- often as the evil deities sent fiendish ones. Let the heroes be heroes,
ular and generous noble whom they suspect of trafficking in dark and let the mortal villains be the villains, and have the outsiders
magic may find that noble protected by Siamorphes church. The (and the deities themselves) remain the exception.
clergys leaders see the noblemans public actions (which reinforce
the image of a protective and responsible nobility) as far more
important than his private mistakes (which reveal character flaws How Not to Use Deities
rather than an unfitness to rule). Over time the noble could corrupt The above section describes the normal ways a deity interacts in a
one of the influential members of the church, ensuring further pro- FORGOTTEN REALMS campaign, as described in published novels,
tection for himself despite his continued evil acts, as long as his game sourcebooks, and adventures. These are by no means the only
4
Deity Dos and Donts
ways, but they are certainly the expected methods of involving a This trap really is another aspect of the Deities Are Powerful
deity in an active campaign. Should you choose to give deities a more problem. Just as you shouldnt use a deitys overwhelming power as
active role, carefully examine these pitfalls that arise from relying an overt foil to character actions, dont use a deitys overwhelming
too much on their qualities. armies of minions to do it, either. Such actions make the player
characters feel ignored by their own deity, for no horde of celestials
ever appears to back them up when the tide turns against them.
DEITIES ARE POWERFUL Whats fair for the villains is fair for the heroes. Plus, its much
Deities are so far above the power level of any adventuring party easier on the DM to run a game for two small opposing groups
that introducing one as a direct adversary presents an unbeatable rather than two opposing armies.
obstacle to all but the highest-level characters. If, every time an evil
cleric dies, his deity appears to avenge him, the heroes will end up
fightingand losing tothe deity every session. That is no fun for DEITIES ARE ENEMIES
the players. Even a limited intervention of this typesuch as a per- Sometimes the player characters find themselves used to deploy one
manent bestow curse spell falling upon any character that slays an deity against another. If, while fighting the Banite church, the
evil priestdiscourages heroes from fighting evil. In fact, it pun- heroes manage to defeat the high priest only to find he has just sum-
ishes them for it. If the evil deity is there holding the evil clerics moned an avatar of Bane, the solution isnt to ask the party cleric to
hand, avenging wrongs and negating ills, the heroes will wonder why summon the avatar of Torm. This reduces the heroes to bit parts in
their clerics deity doesnt back them up the same way. a larger drama and forces them to watch the DM roleplay interac-
This sort of play causes an escalation of power the game isnt tion between the two near-impervious avatars.
designed to handle and soon reduces the player characters to pawns Just as the FORGOTTEN REALMS Campaign Setting says you
in a game controlled entirely by the DM. D&D is about heroes should make the PCs the stars of your campaign and not sideline
fighting villains, not about heroes watching their deity battle anoth- them with famous NPCs, you also shouldnt sideline them with
er deity. Use the games tools to make level-appropriate challenges deities. Making a deity a star in this manner is even more frustrat-
for the heroes, and remember that adjusting the power of a charac- ing than doing it with a famous NPC. While the heroes (with the
ter at a particular level (even to add something as innocuous as a right multiclassing and the proper spells) theoretically can manage
deity-invoked bestow curse at the villains death) changes the crea- the same feats an NPC performs, using star deities tells players
tures Challenge Rating and the Encounter Level, so adjust the that their characters could never have solved the challenge regard-
heroes rewards accordingly. less of smart and resourceful play. Part of the fun of D&D is over-
coming challenges, and challenges that cant be overcome arent fun.
DEITIES ARE KNOWLEDGEABLE
Another trap to avoid is a deitys omniscience. If every evil cleric DEITIES ARE EXOTIC
the heroes face knows what they can do and has spells and magic Deities operate at such an incredible level of power compared to
items to thwart them, the game becomes less funthe heroes cant mortals that any divine appearance should be a remarkable event.
do what they are good at doing. The Adventures chapter in the Even the avatars are usually more powerful than 20th-level char-
DUNGEON MASTERs Guide says to not preempt character abilities; acters, and introducing an avatar should be something special. If the
dont throw a dozen fire-resistant foes at a wizard who just learned deities or their avatars appear often in a campaign, they begin to
fireball, for instance. The same goes for using deities in a game. feel mundane. If the heroes get used to encountering avatars on
Deities may be omniscient, but they normally dont have the time every adventure, characters like Fzoul, Szass Tam, and the rulers of
to advise all their clerics of every single foe and how to thwart countries seem lessened by comparison, The heroes are more likely
them. This puts the heroes and villains on equal footing, for the to dismiss the presence of their powerful-but-mortal adversaries and
good deities cant sneak information to the heroes, either. Of wonder when Garagos is going to show up.
course, spells such as augury and divination allow either side to This problem ties in to the Deities Are Knowledgeable trap. If
anticipate the powers of the other (just remember to account for the deities have so much free time that they can drop by the Mate-
this in the villains prepared spells and previously cast spells). Like- rial Plane whenever they feel like it, why do they bother with cler-
wise, a recurring villain will learn the player characters tactics and ics at all? To preserve the feel of the setting and the role of
plan for them. adventurers in the world, actual appearances by deities or their
Consider this the reverse of the player knowledge vs. character avatars should remain scarce. Let the characters be the heroes, and
knowledge axiom; if you dont want the players using out-of-charac- save the host of avatars for the Time of Troubles.
ter knowledge of monsters to their advantage, dont let the NPCs
use your knowledge of the heroes to their advantage, just because the
villains enjoy a deitys backing.
5
Deity Dos and Donts
6
Deity Dos and Donts
Monk Orders tribes. Some female orcs that are too old for childbirth
(particularly older wives of the chief) become runeclaws
The table below lists other known orders of monks, the deity they to prove they are still useful to the tribe.
hold as a patron (if any), alignment restrictions for the order, and Oghma Children of the Passive Voice (neutral): none. These
the character classes open to monks of that order for the purpose of monks serve as guardians to libraries and abbeys, and
multiclassing freely. Some deities have more than one associated sometimes are sent to find lost stores of knowledge.
order of monks; these are listed sequentially. Not all monks have to Selne Sun Soul (good or neutral): any one other class (as long as
be associated with an order, but only those that are part of an order monk is the highest class level). *
can multiclass freely. There are no known monk orders for other Shar Dark Moon (evil): sorcerer (monk and sorcerer level must
faiths. be within two levels of each other). *
Sheela Hin Fist (neutral or good): fighter, rogue, paladin. *
Deity Monk Order (Alignment) and Allowed Multiclassing Peryroyl
Long Death (evil): assassin, blackguard, fighter. * Sune Sun Soul (good or neutral): any one other class (as long as
Old Order (usually neutral, sometimes good, rarely evil): monk is the highest class level). *
rogue, sorcerer, shadowdancer (monk levels must be Tiamat Serpent Guards (evil): assassin, divine champion, fighter,
higher than total of all other class levels). * rogue. These fanatics guard temples, serve as minions to
Arvoreen Hin Fist (neutral or good): fighter, rogue, paladin. * dragons, hunt dragonslayers, and assassinate those who
Azuth Shining Hand (neutral): wizard (if monk level exceeds pry too closely into the activities of the church. They are
wizard level). * active in Unther and have been known to attack Mulho-
Bane Order of the Iron Gauntlet (evil): assassin, fighter. A randi soldiers.
small sect within the Zhentarim, these monks train in Urogalan Hin Fist (neutral or good): fighter, rogue, paladin. *
stealth and assassination. Currently they are few in VelsharoonLong Death (evil): assassin, blackguard, fighter. *
number but their leader has been recruiting widely. Yondalla Hin Fist (neutral or good): fighter, rogue, paladin. *
CyrrollaleeHin Fist (neutral or good): fighter, rogue, paladin. * Yurtrus Brotherhood of the Scarlet Scourge (evil): cleric. Monks
Deneir Zealots of the Written Word (good): cleric. These monks of this strange orc order bleach their hands white and
accompany clerics of Deneir on quests, assist in money- grow their nails very long. Before combat they dip their
making efforts for the church, and are as fond of record- nails in a powder made of blood infected with the red ache
ing information as any devout worshiper of Deneir. (see Disease in the DUNGEON MASTERs Guide), which
Grumbar Disciples of the Changeless Face (neutral): fighter. This lets them infect their opponents.
stoic and spartan order is obsessed with preserving the
knowledge of how things are (from laws to traditions to * Described in the FORGOTTEN REALMS Campaign Setting.
manners of speech) so that change can be detected and
countered (which often involves beating into a pulp some-
one who disagrees). Paladin Orders
Ilmater Broken Ones (good): clerics, divine champions, divine The following table lists other known holy orders of paladins, the
disciples, divine seekers, hierophants. * deity they hold as a patron, and the character classes open to pal-
Disciples of St. Sollars (Monks of the Yellow Rose) (good): adins of that order for the purpose of multiclassing freely (orders of
ranger, shadowdancer. * paladins that do not allow multiclassing freely, such as the Swords
Kossuth Disciples of the Phoenix (good): cleric. This order (and of the High Onepaladins of Azuthare not listed). Some deities
the other two orders of Kossuthan monks) is very insu- have more than one associated order of paladins; these are listed
lar and has a rigid tradition of study and fighting style, sequentially. Not all paladins have to be associated with an order, but
as well as behavioral taboos. They are the most likely to only those that are part of an order can multiclass freely. Other
espouse the purifying and redeeming aspects of their lawful good, lawful neutral, and neutral good deities that are not
deitys element. listed here can have paladins, but there are no known paladin orders
Brothers and Sisters of the Pure Flame (neutral): cleric. for those faiths (in effect, paladins of those faiths are uncommon
These monks seek a balance between the purifying aspect enough that rarely are there enough to band together and form an
and the destructive aspect of Kossuths flame, and are the order).
mediators of the three orders. Most of them learn Ignan
to better communicate with fire elementals. Deity Name of Paladin Order and Allowed Classes
Disciples of the Salamander (evil): cleric. Some of these Arvoreen Arvoreens Marchers: cleric, fighter, rogue. An order in
monks rival a Talosian fanatics love of destructive fire, Tethyr recognized by the crown, they are highly respect-
but most see it as a necessary tool for renewal in the ed by local humans and halflings alike. Their chapter-
world. Many of them bear brands of magical symbols on house is called Keeperstone.
their bodies and decorate themselves with fiery tattoos. Baravar Knights of the Shadowy Cloak: cleric, fighter, illusionist,
LathanderSun Soul (good or neutral): any one other class (as long as Cloak- rogue. This order keeps a low profile in gnome commu-
monk is the highest class level). * shadow nities and seeks to eliminate goblinoids, kobolds, and
Loviatar Disciples of the White Rod (evil): cleric. Monks of Lovi- other evil humanoids, for these creatures cannot be
atar prefer using their bare hands to inflict pain rather redeemed. They work secretly so as to not attract atten-
than using weapons. When forced to use weapons, they tion or retaliation to local gnome communities.
prefer nunchaku with white-bleached leather wrappings Berronar Berronars Valkyries: cleric, dwarven defender. This
on the hilts. Truesilver order is exclusively female. They observe battles until
Luthic Runeclaws (evil): cleric, runecaster. Because in many orc they see a group of allies in particular danger, at which
tribes females are not allowed to touch weapons, unarmed point they charge in to help. Most favor training involv-
combat has become a means for female worshipers of ing mobility in battle.
Luthic to defend themselves against raiders from other Chauntea Field Guardians: cleric, divine champion, divine disciple.*
7
Deity Dos and Donts
Gaerdal Shields of the Golden Hills: cleric, fighter. They are a ophy, and hunts and punishes criminals and lawbreakers,
Ironhand strictly organized order dedicated to defending gnome particularly devils (seen as abhorrent perversions of a
communities against any attackers and serving as offi- lawful society).
cers and champions of larger gnome military assemblies. Knights of the Merciful Sword: fighter, divine cham-
Helm Vigilant Eyes of the God: arcane devotee, cleric, fighter, pion. This order is focuses on upholding good in the
divine champion, Purple Dragon knight. * world as defined by Tyr, and slays all kinds of evil
Horus-Re Claws of the Sun and the Ankh: cleric, divine champion, monsters, particularly demons.
divine disciple, hierophant. Caring little for day-to-day Yondalla Shields of Yondalla: monk (Hin Fist). *
politics, this relatively new order spends most of its time Wayward Wardens: cleric, ranger. This group is a loose
fighting servants of Set (or even Anhur, when he has fellowship of wandering halflings who feel the need to
been causing trouble). see the world and arent tied to any particular settlement.
Ilmater Order of the Golden Cup: cleric, divine disciple, hiero- They protect halfling communities whenever they are
phant. This order is dedicated to healing and protecting found in need of help.
the sick, innocent, and weak, rather than seeking out evil
to destroy. They are not opposed to such actions, but see * Described in the FORGOTTEN REALMS Campaign Setting.
their role as something different.
Companions of the Noble Heart: divine champion, fight-
er. The Companions are the aggressive counterparts to
the Golden Cup, for they are tasked with eliminating the
Manifestations
cruel and those who are known to enjoy the torture and Although most people alive in Faern today are old enough to
suffering of others. The church of Loviatar is their remember the Time of Troubles and think of avatars when they
greatest enemy. speak of deities manifesting in the mortal world, the appearance of
Kelemvor Knights of the Eternal Order: cleric, doomguide (Faiths an avatar is a rare thing requiring the expenditure of a lot of energy.
& Pantheons). This is a recently-created order, founded In most cases, deities that choose to intercede directly in the world
to seek out and destroy powerful undead that tax the of mortals do so through manifestationssupernatural events or
powers of the normal branches of the church. signs indicating a deitys power. Manifestations range anywhere
Lathander Order of the Aster: cleric, divine champion, divine dis- from an object changing color to the appearance of a glowing
ciple, hierophant, Purple Dragon knight. * weapon, face, or hand that blocks, speaks, or gestures. Manifesta-
Milil Harmonious Order: fighter. This group of personable and tions fall into five primary categories, described below.
swaggering paladins encourages bards (whom they tolerate The manifestations of the Faernian gods appear in a series of
despite alignment differences) to accompany them to tables starting on page 10.
create ballads based on their exploits. Their role is to guard
Milils churches and do good works in Milils name.
Moradin Hammers of Moradin: cleric, fighter, divine champion, Animals
dwarven defender, runecaster. * Most deities have some sort of normal animal sacred to their faith,
Mystra Knights of the Mystic Fire: guild wizard of Waterdeep and people tend to see the appearance of such an animal as a sign of
(Magic of Faern), wizard. This group of paladins often the deitys favor. The animal may appear out of nowhere or walk in
accompanies other members of the church on quests to under its own power. It may prove tangible or just a vision, act nor-
locate lost hoards of ancient magic. The church draws mally or strangely. Sometimes they are colored appropriate to the
upon their ranks for the leaders of temple guardians. deity as well. Animals are good signs for a deity to use, because
Nobanion Legion of Lions (wemics and werelions only): cleric, common people seem less likely to be frightened by the appearance
divine champion. Founded shortly after the Time of of a dog or deer than a celestial, fiend, or strange vision. Manifest-
Troubles, this fellowship exists to protect good-aligned ed animals that are real (instead of visions) are often caught and
monsters and slay the servants of Malar. pampered as a sign of devotion to the deity (in prosperous commu-
Osiris Order of the Risen Scepter: cleric, ranger. Drawn exclu- nities) or consumed by the worshipers and the best parts offered up
sively from those who have died in combat with servants as a sacrifice (in needy communities).
of Set and been raised from the dead (sometimes sponta- The animal list in the charts starting on page 10 is also a good
neously by the power of Osiris), they are primarily indicator of common celestial or fiendish creatures serving a deity
hunters of Sets minions. that divine spellcasters may summon.
Red KnightOrder of the Red Falcon: divine champion, fighter.
Housed in the Citadel of Strategic Militancy (northeast
of Baldurs Gate), this small order has a history of tri- Monsters
umphing in the face of overwhelming odds. They train Similar to animals, but usually more dangerous or intelligent, mon-
officers and others in tactics and military history. sters are often dispatched by deities to aid the faithful. Monsters
Siamorphe Order of the Silver Chalice: aristocrat, fighter. This include celestials, forest creatures such as centaurs, and other intel-
group is primarily Tethyrian nobles dedicated to locating ligent beings that worship a deity and usually appear to defend the
lost members of noble families and restoring to power faithful or attack enemies of the faith. In the case of outsiders, such
those who will govern with the interests of the common manifestations are usually called to the Material Plane for a short
people at heart. After several years of debate, they have time and with a purpose, returning to the deitys plane when they
decided to support the queen of Tethyr, and the crown complete that service. If common people are being threatened, a
recognizes them as a knightly order. deity generally sends a familiar monster, saving its stranger or more
Sune Sisters and Brothers of the Ruby Rose: divine champion.* fearsome minions for isolated incidents with less fearful observers
Torm Order of the Golden Lion: Any one other class. * (such as adventurers). Monsters also make appropriate choices for
Tyr Knights of Holy Judgment: cleric, divine champion. This summoning spells (such as summon monster) and calling spells (such
order focuses on the more lawful aspects of Tyrs philos- as planar ally).
8
Deity Dos and Donts
Colors
About the Author
Sean K Reynolds was born in a coastal town in southern Califor-
Even more subtle than the discovery or transformation of gems and nia. A professional game designer since 1998, he coauthored the
precious metals, the colors of a deity remain the most common FORGOTTEN REALMS Campaign Setting and the Living
minor manifestation. If forced to choose between a red horse and a GREYHAWK Gazetteer for the new edition of DUNGEONS &
black one of equal quality, a cleric of the Red Knight should choose DRAGONS, as well as many other books. After leaving a design posi-
the red horse. A solitary ranger of Silvanus trying to decide which tion at Wizards of the Coast, he spends his free time reading and
of two trees to climb in order to hide from a gang of orcs might find creating computer animation. His next product, Skreyns Register:
the colors of one momentarily fade and the others colors become The Bonds of Magic, is due out from Malhavoc Press in Fall 2002.
shades of brilliant green. These colors also indicate the most Read more about him at <www.seankreynolds.com>.
common shades used in raiment by people of the faith, particularly
divine spellcasters.
The manifestations
of the Faernian
gods appear
in a series of tables
starting on page 10.
9
Deity Dos and Donts
10
Deity Dos and Donts
11
Deity Dos and Donts
12
Deity Dos and Donts
13
Deity Dos and Donts
14
Deity Dos and Donts
15
A FAITHS AND PANTHEONS WEB ENHANCEMENT
BY ERIC L. BOYD
the Leav es
of
Learning
Additional Credits
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Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax and
This Wizards of the Coast game product contains no Open Game Content. No por-
Dave Arneson and on the new edition of the
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Visit our website at www.wizards.com/forgottenrealms 2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
2
The Leaves of Learning
each listed volume so clearly, that very little knowledge remains lost The Leaves of Learning also celebrates all the holy days sacred
or forgotten beneath dusty, unopened covers. to the faith, of which Midsummer and Shieldmeet are the two most
Visitors to Oghmas temple are welcome, and many travelers important. As most contracts, bonds, and the like are signed on these
passing through Highmoon make a point of visiting this famed house two days, the temple staff stays very busy drawing up such docu-
of learning. Wizards unfamiliar with the temples reputation may be ments in weeks leading up to either Midsummer or Shieldmeet.
disappointed to learn that, as a matter of policy, the clerics here store Most such documents are picked up in person, at which time the
no tomes of magic or even those discussing arcane matters within the claimants make a hefty donation to the churchs coffers. Danali tra-
librarys walls. (They believe this policy greatly reduces the number ditionally invites the public into the temple gardens on holy days,
of thefts, attempted and successful.) There is always a bard or two and many Deepingfolk take the opportunity to stroll in the cool
about the premises, causing the sounds of gentle harp chords to waft shade among the temples bowers to the lilting strains of music from
over the gardens. Many inhabitants of Highmoon count themselves an assemblage of skilled harpists.
as parishioners, and most children born to Deepingfolk in the past
decade have spent an afternoon hearing stories of adventure read by
one of the temples bespectacled clerics. Services
The Leaves of Learning is staffed by kindly old clerics, most of The Leaves of Learning functions as one of the best libraries in the
whom are absent-minded and prone to mumbling. They report Dalelands. Almost any type of Knowledge check can benefit from a
directly to Danali. Their ranks are supplemented by a growing perusal of the temples tomes. Characters using the library for its
number of learned monks of the Children of the Passive Voice, an reference books receive a +10 circumstance bonus to any Knowledge
Oghmanyte order dedicated to defending libraries and abbeys. Lord checks except Knowledge (arcana).
Theremen Ulath also keeps a loyal detachment of the Tower Guard Under the supervision of at least two members of the clergy, vis-
on hand to protect the temple as well. As in the rest of Deepingdale, itors to the Leaves of Learning can peruse tomes within the library
humans, half-elves, and elves are all found within the walls of the for periods of up to a full day upon payment of 15 gp. (Worshipers
Leaves of Learning, and most are of good alignment. of Oghma pay only 1 gp, a price that applies only to themselves and
Within the past few years, Danalis tireless labors have extended not their inquisitive friends.) Although reading and discussion of
his famed Index beyond the books found within the Leaves of such books is allowed, copying is not permitted. The temple staff can
Learning. Those in search of rare or unique books are increasingly make copies of selected pages on the following day for a fee of 1 gp
likely to find a record of their last known location and a summary per page and double that if the page contains maps, diagrams, sym-
of their contents within the Tower of Tomes, even if that location bols, or illustrations that must be reproduced exactly (copying by
is as far away as Silverymoon or Calimport. Those who do not wish hand takes 1 day per 100 pages copied). Prices are negotiable for
to walk every last mile of Faerns roads in search of some lost bit larger works. Books can be copied magically at a cost of 3 gp per
of lore usually find a consultation of Danalis Index invaluable page, minimum 50 pages. Doing so requires at least one days notice
before beginning their search. but takes only one day for any book up to 500 pages long (which
would be a huge book, five times the size of a normal spellbook).
Ceremonies All copies of maps sold by the temple are believed to be accurate
or, if they err in some fashion, the best available. The temples cler-
Clerics and monks of Oghma observe two rituals of the faith each ics may also be engaged to decipher obscure passages in forgotten
day: the Binding and the Covenant. The Binding is a morning serv- tongues, at a cost of 1 gp per hour of labor required, including
ice wherein the symbols of Oghma are written in ashes upon a stone research time, if any.
altar while a silent prayer of loyalty and praise is made to the The Leaves of Learning is home to some of the most skilled book-
Binder. The Covenant is an evening service during which a passage binders in the Dalelands. (See Magic of Faern, for further discussion
from some work of wisdom is read aloud or recited from memory, of this skill.) As such, wealthy patrons from as far away as Sembia and
a song or poem is offered up to Oghma, and some item of knowledge Cormyr bring books to be restored within the temple walls. The cost
that the presiding clergy member has learned during the day is runs between 10 gp and 100 gp, depending on the time and materials
spoken aloud to the god and those present. During the latter cere- required to complete the restoration. In cases where no copy of the
mony Danali has made a practice of reading aloud from each page book in question exists within the library, the clerics usually waive the
added to the Index that day. fee if the owner grants them permission to make copies.
3
The Leaves of Learning
The temple staff also prepares and sells paper (4 sp), parchment Finally, Those Who Harp keep a close but informal watch on
(2 sp), and blank books (5 gp, not appropriate for use as spellbooks). activities at the Leaves of Learning. There is usually one Harper on
Upon request, the temple can create a book appropriate for use as a or about the premises on any given day. Of late, that Harper is usu-
spellbook, and can even create more elaborate books with covers of ally Jhenna Iliathor, who all but lives at the temple when she is not
wood, metal, or more exotic materials. away on Harper business.
Spell scrolls of clerical spells can be purchased at the Leaves of
Learning as well, although the clerics remain so busy with other k Learned Father High Atlar Hasicor Danali: Male human Clr9 of
activities that they produce fewer such scrolls than do other temples Oghma/Dis3 of Oghma; CR 12; Medium-size humanoid; HD
of the Binder. Typically available divine scrolls include comprehend 12d824; hp 30; Init 1; Spd 30 ft.; AC 15, touch 9, flat-footed 15;
languages, detect magic, detect poison, detect undead, divination, find Atk +7/+2 melee (1d8/1920, +1 everbright longsword); SA Turn
traps, glyph of warding, make whole, read magic, and tongues. Some- undead 6/day; SQ Divine emissary, imbue with spell ability, sacred
times passing Harpers and bards leave scrolls on consignment with defense +1; AL LG; SV Fort +7, Ref +3, Will +14; Str 8, Dex 8, Con
the temple that are available for sale as well, although in very lim- 6, Int 19, Wis 20, Cha 16.
ited numbers. Typically available bard or Harper scout scrolls Skills and Feats: Concentration +4, Craft (bookbinding) +16,
include comprehend languages, detect thoughts, identify, locate object, Craft (weaving) +12, Diplomacy +8, Heal +7, Knowledge (arcana)
magic mouth, read magic, and tongues. +6, Knowledge (geography) +13, Knowledge (the Dales history)
+14, Knowledge (the Dales local) +13, Knowledge (the Dales
Hierarchy nature) +13, Knowledge (the Dales nobility and royalty) +12,
Knowledge (the Dales religion) +14, Perform (glaur, longhorn
In addition to Learned Father Hasicor Danali, the Leaves of flute) +5, Spellcraft +9; Craft Wondrous Item, Education (the
Learning houses seven elderly clerics of the Binder and five Ogh- Dales history, the Dales religion), Forge Ring, Martial Weapon
manyte monks of an order whose members protect many libraries Proficiency (longsword), Scribe Scroll, Skill Focus (Craft [book-
and abbeys. Among the clerics, four Seekers report to two Lore- binding]).
keepers, who in turn report to Lorekeeper Venturer Tessele White- Divine Emissary: Hasicor can telepathically communicate with
horn. The leader of the Children of the Passive Voice is Lorewarden any outsider within 60 ft. who serves Oghma or is of lawful good
Rowan Silvercrown. Both groups in turn report to Danali, although alignment.
in truth daily life at the temple largely runs itself. The clerics are Sacred Defense: Hasicor gains a +1 bonus on saving throws
very set in their ways, and probably would continue their daily against divine spells, as well as the spell-like and supernatural abili-
activities even if Highmoon was in danger of being overrun by a ties of outsiders.
horde of orcs. Danali largely delegates the temples security con- Spells Prepared: (6/8/6/6/5/5/3; base DC 15 + spell level): 0
cerns to Rowan, leaving the monks free to protect the complex cure minor wounds (2), detect magic (2), read magic (2); 1stdetect
however they see fit. chaos, detect evil, detect secret doors*, divine favor (2), doom, sanctu-
In addition to the followers of Oghma, Lord Theremen Ulath ary, shield of faith; 2ndaid*, augury, find traps, hold person, lesser
(the ruler of Highmoon) keeps a small contingent of Tower Guards restoration, shield other; 3rdprayer, remove blindness/deafness,
at the temple. Guard shifts at the temple last eight hours before the remove curse, remove disease, searing light, suggestion*; 4thdiscern
next detail arrives to offer relief. Sergeant Mourn Deepwood, a wor- lies, divination*, neutralize poison, restoration, tongues; 5thcom-
shiper of Oghma, commands the guard contingent and lives on site mune, healing circle, raise dead, scrying, true seeing*; 6thfind the
at the temple; the guards live off site. path*, geas/quest, heal.
Danalis Equipment
Everbright: Weapon Property The sun elven smiths of Evermeet Robe of Many Sigils
know the secret of forging everbright into blades. These weapons are This garment is a black robe filigreed with mithral threads woven
as bright and shiny as polished silver. They never tarnish and are in the shape of dozens of runes and sigils. The spells laid on the
immune to corrosive attacks. The weapon flashes with a brilliant robe enable the inscription of spells into the fabric as if it were a
light up to twice per day upon the command of the wielder. All scroll.
within 20 feet except the wielder must make a Reflex saving throw The wearer can cast the inscribed spells as if using a scroll,
(DC 14) or be blinded for 1d4 rounds. although his hands remain free, and he can cast scrolls from any
This weapon property first appeared in Magic of Faern. part of the robe, even the back. Inscribed spells can only be cast
Caster Level: 12th; Prerequisites: Create Magic Arms and from the robe by its wearer.
Armor, spellcaster 12th level+, blindness/deafness, searing light; Inscribing a spell onto the robe requires the Scribe Scroll feat and
Market Price: +2 bonus. 8 ranks in the Craft (weaving) skill. It otherwise follows the rules for
inscribing scrolls. The robe can hold up to 10 inscribed spells at a
Ring of Lore time. Once a spell is cast from the robe, another can be inscribed in
A creature wearing this ring can cast legend lore and stone tell each its place.
once a tenday with a command word, and may find magical traps cre- In addition to its other properties, the robe allows the wearer to
ated through glyphs, runes, sigils, and symbols with a successful read magic three times per day.
Search check, just as a rogue does. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Scribe
Caster Level: 12th; Prerequisites: Forge Ring, legend lore, stone tell, Scroll, read magic; Market Price: 7,300 gp.
find traps; Market Price: 23,250 gp; Cost to Create: 14,750 gp + 680 XP.
4
The Leaves of Learning
In the Stacks
Here is a sampling of titles found within the Tower of Tomes:
Title Vols. Published Author
A Dove at Dawn 1 1329 Ardreth, High Harp of Berdusk
A Harpers Guide 1 1264 Alustriel, High Lady of Silverymoon
A Harpers Song 1 ? Storm Silverhand
A Merchant Masters Life 1 ? Asargrym of Baldurs Gate
A Merchants Sagacity 1 ? Blackthorn Belgadar
A Merchants Tale 1 ? Jarn Tiir of Lantan
A Myth Drannan Amphigory 3 1337 Elminster of Shadowdale
A Rangers Road 1 ? Thaulavvan Tridentstar
A Small but Treasonous Chapbook 1 1359 Albaertin of Marsember
A Treatise toward Unity: Comparisons of
the People and Humanity in Art and Life 2 503 Arun Maerdrymm of Myth Drannor
A Warriors View 1 ? Galgarr Thormspur, Marshal of Maligh
A Wayfarers Belt-Book of Advice 1 ? Rasthiavar of Iriaebor, Sage
An Old Warriors Way 1 ? Dathlance of Selgaunt
Ballads and Lore of One Dusty Road 2 1350 Sharanralee
Battered Bones and Scattered Skulls:
The Life of a Dwarven Champion 3 ? Rauthglur Ormyndake
The Book of the Coast 1 ? Mespert of Baldurs Gate
Dolorous Days in Daerln: My Exile from Cormyr 1 ? Jalduth Mimbraer
Falcon Fun 1 1344 Edwin Narlok of Waterdeep
Folk of Renown 3 ? Glasgert Himlothrith, Scribe of Iriaebor
The Golden Age of Goblins 1 1289 Artur Shurtmin, Loremaster of Berdusk
Harping by Moonlight: Approaches to Life 1 ? (c. 1330s) Elminster of Shadowdale
I Am Reminded: Memoirs of a Dragonslayer 2 ? Aernstag Oeblym of Starmantle
I Harp as I See It 1 1365 Abranthar Twoquills Foraeren
Just Another Tome Among So Many:
Last Leaves of a Librarian 1 ? Beldrim Bessart of Baldurs Gate
Lessons to Children 7 ? (c. 1310s) Aglasz Jhavildar, Sage of Teziir
Letters to a Sheltered Son 1 ? Oblut Thoim, Master Merchant of Teziir
Lyres, Harps, and Horns:
Sixty Years at Court in Suzail and Elsewhere 3 ? (c. 1360s) Aglasz Jhavildar, Sage of Suzail
Musings on the Realms 1 ? Oren bel Dannar, Sage of Triel
My Adventures in the Realms 6 ? Dathlyr The Hammer Graybold
My Journeys Around the Sea of Fallen Stars 3 1298 Nelve Harssad of Tsurlagol
None but the Undying:
My Days Driving Down Those Who Walk 2 ? Alabaer Dree, Scourge of Undead
Posthumous Musings of a Zhentarim Mageling 1 1350 Destrar Gulhallow
Raging Blades: A Tale of the North 1 ? Halvidon Maeraed, Bard of Elturel
Slumbertime Stories for Sprigs 1 c. 1330s Sylun of Shadowdale
Speeches of a Most Worthy Sage 1 ? Thargrin Threeboots Ammatar
The Steel Princesss Field Guide
to Tactics of the Purple Dragon 1 1364 Her Royal Highness Princess Alusair Nacacia Obarskyr of Cormyr
The Strings of a Shattered Lyre 1 1342 Tammarast Tengloves, Bard of Elupar
Talk of the Taverns 1 ? Tasagar Winterwind, Scribe to the Guilds of Selgaunt
Tall Tales: A Rangers Life 1 ? Amhritar the Tall
Teachings of the Mornings Glory 4 ? Thorndar Erlin, High Priest of Lathander
Thoughts on a Better Faern 1 1340 Albryngundar of the Singing Sword
To Harp and to Help 1 1271 Alustriel, High Lady of Silverymoon
To Rule a Realm, from Turret to Midden 1 1346 Ralderick Hallowshaw, Jester
Treatise on Good Wifery 1 1298 Miriam Buttercake of Ashabenford
Treatise on the Flora of the Barren Wastes 1 1313 Gaspaeril Gofar of Arabel
Unholy Rites of Bhaal 3 c. 200s+ Anonymous clerics of Bhaal
Valorous and Vanquished: The Dead Heroes of Faern 1 ? Glimmerdarth Gulprin, the Gnome Sage
Volos Guide to Cormyr 1 1367-1368 Volothamp Geddarm
Volos Guide to the Dalelands 1 1368-1369 Volothamp Geddarm
Volos Guide to the Moonsea 1 1357-1358 Volothamp Geddarm; unreleased and suppressed by Zhentil Keep
Volos Guide to the Vast 1 1358-1360 Volothamp Geddarm; unreleased
Volos Guide to Westgate and the Dragon Coast 1 1360-1362 Volothamp Geddarm; unreleased
Why I Am a Harper 1 1366 Belbradyn Tralaer
The Words of One Dwarf 1 ? Salhmitarr Sage Sorndar
5
The Leaves of Learning
*Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to Possessions: +1 leather armor, masterwork quarterstaff, circlet of
Charisma 1/day as a free action for one minute), Knowledge (cast comprehending languages and reading magic (as the helm), goggles of
divinations at +1 caster level), Luck (good fortune 1/day). minute seeing, oil of timelessness, scroll of make whole, scholars
Possessions: +2 mithral shirt, +1 everbright long sword, longhorn outfit.
flute, ring of lore, robe of many sigils.
In her youth, Tessele Whitehorn was a legendary adventurer,
The Learned Father has spent nearly all his life within the walls of renowned for her wild exploits and her beauty, with a steady stream
Highmoon, yet he rarely emerges from the innermost chambers of of men in her life. Eventually, she fell in love with one of her
the Leaves of Learning. For more than 40 years he has been active- adventuring companions, only to see him die in the jaws of a dra-
ly engaged in creating his Index, quiet back-room work that has colich on what would be her last adventure. Brokenhearted, Tessele
earned him Oghmas strong approval. The Binder has appeared in retired to the Leaves of Learning and adopted a life of quiet con-
visions to the church hierarchy time and again, each time instruct- templation for many years. Now in her sixties, she has found joy in
ing his followers to promote this favored cleric. As a result, many the simple pleasure of going out into the community and recording
Oghmanyte delegations from other temples, including much older the stories of those who have seen many years.
and larger ones, come to Highmoon to see the result of Danalis Although it has been quite some time since she wielded her quar-
labors. Danali now serves as high priest of the Leaves of Learning. terstaff in combat, Tesseles wits remain keen, as does her knowledge
Danalis position protects him from most dangers, but he seems of battle tactics. She keeps her trusty leather armor oiled and insists
quite willing and able to defend his beloved library whenever the that her fellows join her in a daily exercise regimen.
need arises. He always has a large arsenal of spells available to him Recently, Tessele experienced a series of troubling visions, most
by means of his robe of many sigils, and he is quite proficient with of which show a falling star crashing into a great forest, engulfing
his elven longsword. (The blade was one of several gifts sent by the trees and the elves who dwell among them in a great conflagra-
Queen Amlaruil of Evermeet in thanks for the Learned Fathers tion. Unbeknownst to her, her dreams bear witness to the fall of the
work in restoring several elven religious tomes lost during the fall Lorelands of Uvaeren, an elven civilization dedicated to both mag-
of Myth Drannor.) ical and mundane knowledge that thrived where Mistledale now lies.
Despite his severe expression, the balding Danali is quite fun Uvaerens founding and fall preceded the raising of the mythal over
loving and somewhat of an innocent at heart. Of late, he has finally Myth Drannor by millennia. What these dreams portend is known
met a woman capable of drawing him out from the stacks, if only for only to the Binder.
a few hours, and he now spends most evenings in the temple garden
accompanying Jhenna Iliathors harp with his longhorn flute. k Lorekeepers (2): Male and female human Brd1/Clr2 of Oghma;
CR 3; Medium-size humanoids; HD 1d61, 2d82; hp 9; Init 1;
k Lorekeeper Venturer Tessele Whitehorn: Female human Clr5 of Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +0 melee (1d61,
Oghma; CR 5; Medium-size humanoid; HD 5d85; hp 17; Init 1; quarterstaff); SA Turn undead 5/day; SQ Bardic music 1/day (coun-
Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +3 melee (1d61, tersong, fascinate, inspire courage), bardic knowledge +8; AL LG;
masterwork quarterstaff); SA Turn undead 5/day; AL LN; SV Fort SV Fort +2, Ref +3, Will +10; Str 8, Dex 8, Con 8, Int 16, Wis 17,
+3, Ref +0, Will +8; Str 8, Dex 8, Con 8, Int 17, Wis 18, Cha 14. Cha 15.
Skills and Feats: Craft (bookbinding) +9, Gather Information +3, Skills and Feats: Craft (bookbinding) +11, Gather Information
Knowledge (arcana) +5, Knowledge (geography) +12, Knowledge +3, Knowledge (geography) +8, Knowledge (nature) +6, Knowledge
(nature) +8, Knowledge (the Dales history) +8, Knowledge (the Dales (the Dales history) +9, Knowledge (the Dales local) +9, Knowledge
local) +12, Knowledge (the Dales nobility and royalty) +8, Knowl- (the Dales nobility and royalty) +8, Knowledge (the Dales religion)
edge (the Dales religion) +6; Skill Focus (Craft [bookbinding]), Skill +5, Perform +6; Iron Will, Lightning Reflexes, Skill Focus (Craft
Focus (Knowledge [geography]), Skill Focus (Knowledge [the Dales [bookbinding]).
local]). Bard Spells Known: (2; base DC 12 + spell level; 15% chance of
Spells Prepared: (5/5/4/3; base DC 14 + spell level): 0detect spell failure): 0detect magic, light, read magic, resistance.
magic, light, mending, read magic, resistance; 1stbless, charm Cleric Spells Prepared: (4/4; base DC 13 + spell level): 0detect
person, command, comprehend languages, divine favor; 2ndaugury, magic, guidance, mending (2); 1stbless, detect secret doors*, entrop-
calm emotions, resist elements, silence; 3rdclairaudience/clairvoy- ic shield, sanctuary.
ance*, magic vestment, suggestion. *Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to
*Domain spell. Deity: Oghma. Domains: Charm(+4 bonus to Charisma 1/day as a free action for one minute), Knowledge (cast
Charisma 1/day as a free action for one minute), Knowledge (cast divinations at +1 caster level).
divinations at +1 caster level). Possessions: Studded leather armor, quarterstaff, headband of the
Binder, scholars outfit.
6
The Leaves of Learning
*Domain spell. Deity: None. Domains: Charm (+4 bonus to Charis- blows, stunning attack (2/day); SQ Evasion, fast movement; AL
ma 1/day as a free action for one minute), Knowledge (cast divina- LN; SV Fort +3, Ref +4, Will +8; Str 14, Dex 12, Con 10, Int 13,
tions at +1 caster level). Wis 16, Cha 10.
Possessions: Leather armor, quarterstaff, necklace of prayer beads Skills and Feats: Balance +3, Climb +4, Concentration +2, Craft
(blessing), scholars outfit. (bookbinding) +2, Hide +3, Jump +4, Knowledge (geography) +3,
Listen +6, Move Silently +4, Perform (glaur) +1, Spot +5, Tumble
k Lorewarden Rowan Silvercrown: Female human Mnk4; CR 4; +5; Deflect Arrows, Dodge, Improved Unarmed Strike, Iron Will.
Medium-size humanoid; HD 4d8+0; hp 18; Init +2; Spd 40 ft.; AC Flurry of Blows: The monk may use the full attack action to
16, touch 15, flat-footed 14; Atk +4 melee (1d8+1, unarmed strike) make one extra attack per round with an unarmed strike or a special
or +5 melee (1d6+1, masterwork siangham); SA Flurry of blows, monk weapon at her highest base attack, but this attack and each
stunning attack (4/day); SQ Evasion, fast movement, slow fall (20 other attack made that round suffer a 2 penalty apiece. This penal-
ft.), still mind; AL LN; SV Fort +5, Ref +7, Will +8; Str 12, Dex 14, ty applies for 1 round, so it affects attacks of opportunity the monk
Con 10, Int 14, Wis 16, Cha 10. might make before her next action. If armed with a kama, nun-
Skills and Feats: Balance +10, Climb +7, Concentration +2, Craft chaku, or siangham, the monk makes the extra attack either with
(bookbinding) +4, Hide +4, Jump +6, Knowledge (geography) +4, that weapon or unarmed. If armed with two such weapons, she uses
Listen +9, Move Silently +8, Perform (glaur) +1, Spot +5, Tumble one for her regular attack and the other for the extra attack. In any
+9; Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, case, her damage bonus on the attack with her off hand is not
Mobility. reduced.
Flurry of Blows: Rowan may use the full attack action to make Stunning Attack (Su): Once per round (but not more than 2/day),
one extra attack per round with an unarmed strike or a special monk the monk can stun a creature damaged by her unarmed attacks. The
weapon at her highest base attack, but this attack and each other foe so struck must make a Fortitude saving throw (DC 14) or be
attack made that round suffer a 2 penalty apiece. This penalty stunned for 1 round in addition to taking normal damage from the
applies for 1 round, so it affects attacks of opportunity she might attack. Creatures immune to critical hits cannot be stunned with this
make before her next action. If armed with a kama, nunchaku, or attack.
siangham, Rowan makes the extra attack either with that weapon or Evasion (Ex): If a monk makes a successful Reflex saving throw
unarmed. If armed with two such weapons, she uses one for her reg- against an attack that normally deals half damage on a successful
ular attack and the other for the extra attack. In any case, her save, she instead takes no damage.
damage bonus on the attack with her off hand is not reduced. Possessions: Bracers of armor +1, siangham, glaur, monks outfit,
Stunning Attack (Su): Once per round (but not more than 4/day), potion of cats grace, potion of cure light wounds, and potion of spider
Rowan can stun a creature damaged by her unarmed attacks. The foe climb.
so struck must make a Fortitude saving throw (DC 15) or be
stunned for 1 round in addition to suffering normal damage from k Sergeant Mourn Deepwood: Male half-elf War2; CR 1; Medium-
the attack. Creatures immune to critical hits cannot be stunned with size humanoid (elf); HD 2d82; hp 7; Init +1; Spd 20 ft.; AC 17,
this attack. touch 11, flat-footed 16; Atk +3 melee (1d8/1920, masterwork
Evasion (Ex): If Rowan makes a successful Reflex saving throw longsword); or +5 ranged (1d8/x3, masterwork longbow); SQ Half-
against an attack that normally deals half damage on a successful elf traits; AL LG; SV Fort +2, Ref +1, Will +0; Str 10, Dex 12, Con
save, she instead takes no damage. 9, Int 10, Wis 10, Cha 12.
Slow Fall: When within arms reach of a wall, Rowan can use it Skills and Feats: Handle Animal +2, Intimidate +2, Listen +3,
to slow her descent while falling. She takes damage as if the fall were Ride (horse) +4, Search +1, Spot +1, Swim +1; Weapon Focus (long-
20 ft. shorter than it actually is. bow).
Still Mind: Rowan gains a +2 bonus to saving throws against spells Half-Elf Traits: Immune to magic sleep spells and effects; +2
and effects from the Enchantment school. racial bonus to Will saves against enchantment spells or effects; low-
Possessions: Bracers of armor +1, masterwork siangham, cloak of light vision (can see twice as far as a human in low-light conditions);
resistance +1, masterwork glaur, monks outfit. +1 racial bonus to Listen, Spot, and Search checks (already figured
into the statistics above).
Born in Ordulin, but raised in Tegals Mark, Rowan is the daughter Possessions: +1 chainmail, masterwork longsword, masterwork
of a bookbinder who instilled in her a love of books and an abhor- longbow, glaur, potion of cats grace, potion of cure light wounds (2),
rence of those who would destroy them. She joined the Children of quiver of 20 arrows, travelers outfit.
the Passive Voice at a young age and rose quickly within the order.
In combat, Rowan prefers to quickly size up her opponents k Tower Guards (8): Male and female human War1; CR 1/2;
before leaping into and out of the fray. She finds that if she con- Medium-size humanoids; HD 1d8+3; hp 7; Init +2; Spd 20 ft.; AC
centrates on avoiding an opponents attacks, her chance to strike a 14, touch 10, flat-footed 14; Atk +1 melee (1d8/1920, longsword)
telling blow inevitably occurs. Like most members of her order, she or +2 ranged (1d8/x3, masterwork longbow); AL LG; SV Fort +2,
favors Oghmas quill (a siangham) as a weapon. Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
The Lorewarden treats her responsibility for defending the Skills and Feats: Handle Animal +2, Intimidate +2, Ride (horse)
Leaves of Learning very seriously and often finds fault with mem- +3, Spot +4, Swim +1; Blooded, Toughness.
bers of the Tower Guard posted at the temple who do not show the Possessions: Scale mail, longsword, masterwork longbow, glaur,
same degree of vigilance. She is somewhat of a mother hen to the potion of cure light wounds, quiver of 20 arrows, travelers outfit.
aged clerics of the temple, keeping close watch over them when they
stray beyond the temple walls. k Jhenna Iliathor: Female half-elf Brd7/Hpr5; CR 12; Medium-size
humanoid (elf); HD 12d6; hp 42; Init +3; Spd 30 ft.; AC 20, touch
k Children of the Passive Voice (variable): Male and female human 13, flat-footed 17; Atk +9/+4 melee (1d8+1/1720, Cormanthyrian
Mnk2; CR 2; Medium-size humanoids; HD 2d8+0; hp 9; Init +1; Spd elfblade); or +11/+6 ranged (1d8/x3, composite longbow); SQ
30 ft.; AC 15, touch 14, flat-footed 14; Atk +3 melee (1d6+2, Bardic/Harper knowledge +14, bardic music (countersong, fascinate,
unarmed strike); or +3 melee (1d6+2, siangham); SA Flurry of inspire competence, inspire courage, suggestion) 7/day, Craft Harper
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The Leaves of Learning
8
The Leaves of Learning
Initiation Despite such allies, the temple is not without its foes, for not
everyone is enamored of the continuing spread of knowledge.
The Binder welcomes all true seekers of knowledge into his church, Thieves are the most common threat, dispatched by Sembian mer-
and the Leaves of Learning is no exception to this practice. All that chant lords, Cormyrian nobles, or various secret societies to
is required to worship or study at the Leaves of Learning is a true pro- retrieve or destroy some obscure bit of lore that might invalidate
fession of faith in the Binders teachings (see the discussion below of some claim or reveal some secret of their lineage they might
the zone of truth spell that permeates the temple compound) and a prefer to go undiscovered. Greedy wizards are far less of a threat
willingness to contribute to its storehouse of knowledge. The latter is than one might otherwise imagine, for members of the clergy have
usually interpreted as the gift of some book or scroll whose contents widely advertised the fact that they have not a word about magic
are not as yet found within the walls of the temple library. However, within their walls.
those who lack the wealth to make such a donation can instead con- The greatest long-term threat to the Leaves of Learning
tribute an old tale or bit of song to be recorded by a temple. comes from an unexpected quarter. The illithids of Oryndoll, a
Of course, such openness is not without risk, and all who are not subterranean city that lies deep beneath the Shining Plains far to
well known to the clergy are carefully watched during their stay the south and west of Highmoon, have a highly developed, theo-
within temple walls. The Children of the Passive Voice have even logically based culture that incessantly plunders knowledge and
been known to discretely follow suspicious persons after they leave hoards it within their temple. The illithids seek to acquire knowl-
the temple grounds to see if they are who they claim, a practice jus- edge at the exclusion of all others, and thus oppose the efforts of
tified by Rowan with a wink as the further pursuit of knowledge, Oghmas priesthood to disseminate knowledge as widely as possible.
which the Binder says cannot be a sin. Word of Danalis Index has recently reached the illithid leaders of
Oryndoll, who have recognized the threat it poses to their citys
Allies and Enemies ambitions. As such, the quiet, unassuming temple at the heart of
Highmoon has become the unwitting target of the plots of one of
The folk of Highmoon, now a growing, bustling center of culture, Faerns oldest cultures.
are justly proud of the reputation of sophistication that the clerics
at the Leaves of Learning have given their town. As such, the
temple has earned the strong support of the population, who will Map Key
brook no plot to undermine their beloved library. Lord Theremen The Leaves of Learning is dominated by the Tower of Tomes, the
Ulath is also a strong backer of Danalis endeavors, contributing full bulk of which rises six stories and whose roof is topped by a
both his political aid and a detachment of troops to ensure the parapet and a smaller tower spire. The Tower of Tomes overlooks
temples continued success. Those Who Harp maintain a benevolent a large forested inner court, dominated by small pools and wind-
watch as well over the Leaves of Learning, for Oghma is one of the ing paths. Within the inner court lies a free-standing two-story
divine patrons of the Harpers and the temple furthers the preser- wood structure known as the Monks House. A narrow parapet-less
vation of tales and lessons of the past, one of the chief goals of that wall, two cloisters, and the inner wall of the Scroll House encircle
fellowship. the garden.
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The Leaves of Learning
10
The Leaves of Learning
Several wild tressyms escaped here after being brought to Deep- the Reading Rooms, is lined with bookshelves, stretching up to 15
ingdale from Eveningstar by Cormyrian traders to be sold in the feet in the air. Book ladders line each shelf, enabling the temple
High Market. Now they make the inner court of the Leaves of inhabitants to reach the topmost shelves. Within each room and at
Learning their home. They are much beloved by the inhabitants of the end of each hallway is a coffer filled with neatly cataloged
the temple and have been known to alert one of the inhabitants vellum sheets, part of the legendary Index. At the center of each
when a visitor is doing something suspicious or on those rare occa- Reading Room is a wooden table and several chairs. Visitors to the
sions when an interloper makes it over the temple walls. library are brought to one of the Reading Rooms, allowed to consult
The Tower Guard patrol the inner court in pairs of two both the the appropriate sheets of the Index, and then brought the book they
day and night, a tour of duty said to be one of the most pleasing request to peruse. During the day, these floors are regularly visited
guard rotations in all the Dales. by the clerics as well as wandering patrols of the Children of the Pas-
sive Voice. At night, only the monks pass through, making their
rounds.
12. TOOL STORAGE
In the northern half of the Monks Houses first floor, temple resi-
dents store gardening implements and other tools used to maintain 17. TOWER OF TOMES: ROOF
the temple grounds and buildings. It is only rarely occupied or visit- The roof of the Tower of Tomes consists of a small chamber at the
ed by patrols. top of the spiral staircase leading up from below. The room is dom-
inated by various sacred, nonmagical relics of the Binder and serves
as a private chapel for the inhabitants of the temple during religious
13. GUEST CHAMBER services.
Although nominally a chamber for honored guests, in practice this A single door leads out on to the parapet, from which one can
room within the Monks House quarters the sergeant of the Tower look out over Highmoon. Atop the small chamber is a slender spire
Guard. It is adorned in a fashion similar to the clerics quarters (see that reaches some 30 feet above the parapet. Two members of the
area 6). Sergeant Mourn Deepwood is found here most nights, but Tower Guard are usually stationed atop the parapet at night or
guards visit the room only infrequently. during the day. From the parapet they can easily signal for rein-
forcements from the Tower of the Rising Moon or from the Lords
Barracks down the hill, using a glaur.
14. MONKS QUARTERS
The second floor of the Monks House serves as both sleeping quar-
ters and a training room. The monks each have a simple pallet that Breaking In
they roll up every morning before exercising. The floor of the room Most folks find that access to the fabled libraries of the Leaves of
is covered in hay, and simple training weaponsclubs, daggers, Learning is most easily achieved by knocking on the temples front
kamas, light crossbows, nunchakus, quarterstaffs, and sianghams door during the day and being admitted by one of the resident cler-
adorn the walls. At night sleeping monks occupy this room, and in ics. Although the cost of perusing tomes within the temples
the early morning the Children of the Passive Voice practice their archives is steep for most people, it is not enough to make pilferage
daily training regimen here. Otherwise, few visit it except the occa- a reasonable alternative for the risk.
sional guard patrol. Those who do attempt to breach the temples wards or infiltrate
the grounds by posing as a visitor find that the entire structure lies
within the area of a hallow spell to which a zone of truth has been
15. TOWER OF TOMES: SHELVING FLOORS fixed, making false professions of faith in the Binders teachings dif-
The first, third, and fifth floors of the Tower of Tomes are known ficult. The inner and outer walls of the temple are carved with
as the Shelving Floors. Each level contains a metal spiral staircase runes, many of which are nonmagical but some of which act as
leading up through a hole in the center of the floor (except the first glyphs of warding, usually triggered by someone trying to scale the
floor) to a hole in the center of the ceiling. The rest of the floor is wall or pass through an area without speaking the proper pass
taken up by rows and rows of bookshelves, each stretching 15 feet phrase. Glyphs on the external walls and in common areas usually
high. Book ladders line each shelf, enabling the temple inhabitants trigger cause fear or hold person. Glyphs in areas of the library
to reach the topmost shelves. At the end of each shelf is a coffer restricted to the clergy might trigger blinding/deafness or hold
filled with neatly cataloged vellum sheets, part of the legendary person without the proper pass phrase. Should intruders cause an
Index of Danali. (Copies of all sheets comprising the Index that alarm to be raised, the simple sounding of a glaur (many of which
were completed through the end of the last tenday are stored at the are hung decoratively about the temple) brings guard reinforce-
Tower of the Rising Moon in Highmoon as well.) During the day, ments running from the nearby Tower of the Rising Moon and even
these floors are regularly visited by the clerics as well as wandering summons the Watchmen of Highmoon up from their barracks
patrols of the Children of the Passive Voice. At night, only the down the hill.
monks pass through, making their rounds. Infiltrating the Leaves of Learning is particularly troublesome
The first Shelving Floor has smaller stacks than those above it. given the closeness of the small-knit community. One approach
Two duskwood doors, barred from within by a duskwood bar at might be to join the Watchmen of Highmoon and hope to be
night, lead out to the East and West Cloister. assigned to the Tower Guard, a process that could take months. Even
then, it might not succeed, for senior members of the Tower Guard
claim most rotations at the Leaves of Learning. Another approach
16. TOWER OF TOMES: READING FLOORS might be to masquerade as an elf of the Semberholme region. Some-
The second, fourth, and sixth floors of the Tower of Tomes are times the Fair Folk slip out of the nearby woods late at night,
known as the Reading Floors. Each level contains a spiral metal uncomfortable at the thought of entering Highmoon during the
staircase leading up through a hole in the center of the floor to a hustle and bustle of daytime activity, and make a midnight knock
hole in the center of the ceiling. The rest of the floor is divided into on the door of the temple. Because of such cultural differences,
four chambers and a cross-shaped hallway. Every wall, even within Danali has instructed the clergy to admit the Fair Folk at all hours.
11
The Leaves of Learning
This gives rise to the possibility that a sleepy guard might forget to slowly increase, forcing ever-heightened security measures and
request an oath to the Binder from the midnight visitor or nod off undermining the role the temple was meant to serve.
instead of supervising the visit appropriately. The dream of many a
would-be thief is to sneak into the dungeons beneath the Tower of
the Rising Moon and make their way up into the temple via a long- A MISLEADING MAP
forgotten tunnel. However, if any such tunnel exists, it has never The Binder insists that his clergy only sell copies of maps that accu-
been found. rately depict their subject or, if known to contain inaccuracies, rep-
resent the best available depiction. Late one afternoon, a member of
Adapting the Temple the Company of the Silver Shaft discovers an old map tucked within
the pages of a volume he paid to peruse and then manages to hide it
Temples of Oghma are found within many major cities and not a under his shirt after his venerable escorts nod off in the midst of
few large towns as well, and the Leaves of Learning can be easily their duties. At dawn the following morn, the Company of the Silver
moved to such locales simply by renaming the temples inhabitants Shaft is off to plunder the lost elven city of Tsornyl in the woods
as appropriate for the region. The temple could be turned into an north of Highmoon and east of Lake Sember.
abbey set in the wilderness as well, but, if so, its defenses should be Word does not reach Danali until the following afternoon that
significantly enhanced, perhaps by placing it within a larger a drunken member of the company let slip the groups discovery
enclosed structure staffed by many defenders. to a tavern wench at the Oak and Spear. The Learned Father imme-
The Leaves of Learning is easily adapted to other faiths as well, diately recruits the first available band of adventurers he can find
particularly those of a more scholarly aspect. All the comments to chase after the Company of the Silver Shaft. Danali explains that
about other locales above apply to temples of other faiths as well. the map is an old fake designed over a century ago to lure adven-
Simply update alignments, favored weapons, and dogma. If the turers to their deaths in the heart of the Darkwatch and that its
temple lies in a wilderness area or belongs to a less benevolent faith, presence in the book was overlooked during cataloging. Letting it
replace the spell glyphs with more deadly spells as well. If the faith leave the temple, even if it was stolen, is a sin in the eyes of the
is of a chaotic bent, replace the monks with rogues or fighters. Binder that must be immediately remedied by warning the unlucky
Azuth: The Patron of Mages instructs his clerics to gather and thieves of the peril they face. (Whether or not they heed that warn-
archive all manner of spells, so that no workings of the Art are lost ing is not Danalis concern.) Of course, since the temple does not
when a wizard dies or vanishes. The temple becomes a repository of have a true map of the Darkwatch, if the characters would mind
arcane knowledge and precious spells, with attendant security to compiling one during their pursuit, Danali would be doubly grateful
match. Replace the Children of the Passive Voice with wizards and and willing to reward them accordingly.
sorcerers, some of whom are arcane devotees.
Deneir: The Leaves of Learning can serve as a temple of the
Lord of All Glyphs and Images almost without change. Simply SPELLFILCHERS IN THE NIGHT
replace the Children of the Passive Voice with the more militant Despite widely circulated reports that the Leaves of Learning con-
members of the Preservers of the Ordered Way. tains no tomes of arcane lore, there are always wizards who believe
Milil: The Leaves of Learning also can serve as a temple of the such rumors simply indicate that all manner of books of magic lie
Lord of Song. Simply restrict the librarys contents to poems, songs, hidden within the spired tower of the Leaves of Learning. Of late,
and eloquent speeches, and replace the Children of the Passive Voice a rumor has been spreading through streets of Highmoon that
with the fighters, paladins, and bards of the Harmonious Order. Danali has made an exception for the collection of spell tomes
Shar: The Mistress of the Nights temples contain many secrets amassed by the late Rhauntides, despite more truthful tales that
of the Shadow Weave and are guarded by monks of the Dark Moon sages legacy now lies in the dungeons beneath the Tower of the
order. The temple becomes a forbidding fortress cloaked in darkness Rising Moon. By chance, the characters learn of an apparent infil-
and stalked by shadows and other shadowy horrors in the night. tration attempt by a noted sorcerer/rogue from Saerloon and have
Waukeen: Some temples of the Merchants Friend operate as the opportunity to foil the attempted theft. Assuming they succeed,
contract houses, where bills of sale, deeds, wills, and contracts are Danali hires them to supplement the towers guards until such talk
stored and archived so as to promote the orderly pursuance of com- dies down, and, over the next tenday, no fewer than 12 separate wiz-
merce. Simply replace the Children of the Passive Voice and the ards or their agents attempt to seize Rhauntidess library from the
Tower Guard with hired mercenaries, and restrict access to the Leaves of Learning.
temple to those whose business requires access to specific pieces of
documentation.
INKSHADOW
Getting the Players Involved Although the Leaves of Learning contains no tomes of arcane
lore, the knowledge it does contain can be dangerous to possess
The Leaves of Learning can serve as an important resource for nonetheless. Several days ago, the temple received a consignment
characters based in the Dalelands, western Sembia, or northern of books from House Ithivisk of Selgaunt in payment for several
Cormyr. Initially, the temple can serve as a storehouse of informa- contracts rendered that cemented a trade alliance between the
tion for characters seeking adventure in the surrounding region, Sembian merchant house and the Silverhand House coster of
providing reasonably accurate maps leading to partially explored Highmoon. Among the dry accounts of trade agreements and daily
dungeons and spellbooks to wizards just starting their adventuring life dating back more than a century was a small book, long for-
career. Later, characters might sell books they have acquired in gotten. Titled Songs of the Bitter Heart, the book contained the
dusty crypts or abandoned mansions or exchange such tomes for dark and melancholy songs of Esvele Ithivisk, the long-dead great-
useful scrolls. They might also use the temples library to learn more aunt of the current patriarch. In cataloging Esveles writings, one
about allied or enemy groups, such as the Cult of the Dragon or the of the clerics briefly paged through the book before showing it to
Harpers, whose paths they have crossed. And finally, the threat the Jhenna Iliathor to get the bards opinion. Jhenna agreed that the
illithids of Oryndoll pose to the Leaves of Learning might slowly book was of little import, and Esveles labors were promptly cata-
enmesh the characters, as mysterious attacks against the temple loged, shelved, and forgotten.
12
The Leaves of Learning
Unbeknownst to Jhenna and the cleric, both were afflicted by a realized, causing the clerics death. Once they realize the danger,
supernatural contact poison known as shadowspawn that lay latent Danali orders the other inhabitants to flee the temple, leaving only
within the chapbooks ink. Prompted by the whispers of Shar, Esvele himself to watch over his beloved. The cycle continues over the next
had concocted the poisonous ink as a trap for the lover who had several days, as Jhenna grows progressively weaker and Danali
spurned her, in hopes he would suffer as much as she after reading cannot find a cure. Then one night several of the temples glyphs of
of her travails. Esveles plot never came to fruition, however, for warding are triggered and Danali observes several people fleeing
her former lover died at sea before she could deliver him the book. into the darkness. Knowing that the elderly clerics of the temple and
Esvele herself died soon after of a wasting disease, and her book was Tower Guard are not up to the task, the Learned Father instead
shelved away unread. recruits a band of adventurers brave and trustworthy enough to
Shadowspawn affects only warm-blooded creatures, disjoining guard the temple against interlopers while fending off Jhennas
their shadows from them as they sleep. Each night at dusk the shadow without killing it. He then closets himself in the temple
victim falls into a tortured slumber, temporarily losing 1d6 points library in the desperate hope of finding a cure. Unbeknownst to
of Strength. They cannot be awakened until dawn. During this time Danali, the interlopers are monks of the Dark Moon order who have
their shadow transforms into the undead creature of the same name been instructed by their dark mistress to recover the long-lost book,
and stalks the surrounding area. All successful attacks against the considered a sacred text by the faithful of Shar. They return the fol-
shadow are reflected as bloody wounds upon the victims body and lowing night prepared for the temples wards and engage the char-
inflict like amounts of damage. If the shadow is destroyed by any acters in a running battle through the Leaves of Learning. If the
means, the victim is dead. If the victim is ever reduced to 0 characters determine the object the intruders seek or track them
Strength, they are dead and their shadow becomes a free-willed back to their master, Danali has a hope of discovering the chap-
undead creature. Daily application of spells such as lesser restoration books poisonous secret and curing his beloved.
and restoration can keep the victim alive by restoring lost Strength,
but do not end the ravages of shadowspawn. Only by casting nega-
tive energy protection and neutralize poison on the victim can the
supernatural poisons ravages be ended, a cure known only to certain
About the Author
followers of Shar. Eric L. Boyd is a name well known to Realms fans for his work in
On the night following the chapbooks arrival, both Jhenna and the previous edition of the campaign setting as well as the new edi-
the cleric fall ill and cannot be awakened. Meanwhile, their shadows tion. Eric coauthored Faiths & Pantheons and is currently detail-
begin stalking the residents of the temple. Danali destroys the ing the human ethnic groups and dwarven subraces for a future
clerics shadow before the tie between each shadow and victim is FORGOTTEN REALMS sourcebook.
13